diff --git a/release/scripts/image_bake_image.py b/release/scripts/image_bake_image.py deleted file mode 100644 index 86d7888479c..00000000000 --- a/release/scripts/image_bake_image.py +++ /dev/null @@ -1,106 +0,0 @@ -#!BPY -""" -Name: 'Bake Texface Image from UVs' -Blender: 242 -Group: 'Image' -Tooltip: 'Make a new image from the texface of the selected mesh objects.' -""" -__author__= ['Campbell Barton'] -__url__= ('blender', 'elysiun', 'http://www.gametutorials.com') -__version__= '0.1' -__bpydoc__= '''\ -Bake Texface Images to 1 image - -This script makes an image from a meshes texface images, using the UV coordinates -to draw the faces into the image. - -This makes it possible to bake many images into 1 texture. - -Make sure your UV Coordinates do not overlap. -LSCM Unwrapper or archimap unwrapper work well to automaticaly do this. -''' - -import Blender -import BPyRender -#reload(BPyRender) -import BPyMessages -Vector= Blender.Mathutils.Vector -Create= Blender.Draw.Create - - -def main(): - # Create the variables. - # Filename without path or extension. - # Big LC, gets all unique mesh objects from the selection that have UV coords. - me_s= dict([\ - (ob.getData(name_only=1), ob.getData(mesh=1))\ - for ob in Blender.Object.GetSelected()\ - if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values() - - if not me_s: - BPyMessages.Error_NoMeshUvSelected() - return - - newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '_img.png') - ###PREF_IMAGE_PATH = Create('//%s_img' % newpath) - PREF_IMAGE_SIZE = Create(512) - PREF_IMAGE_BLEED = Create(4) - PREF_IMAGE_SMOOTH= Create(0) - - PREF_SEL_FACES_ONLY= Create(0) - - pup_block = [\ - ###('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\ - ('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\ - ('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\ - ('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\ - '',\ - ('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\ - ] - - if not Blender.Draw.PupBlock('Texface Image Bake', pup_block): - return - - - # Defaults for VCol, user cant change - PREF_IMAGE_WIRE= False - PREF_IMAGE_WIRE_INVERT= False - PREF_IMAGE_WIRE_UNDERLAY= False - - PREF_USE_IMAGE= True # of course we need this one - - PREF_USE_VCOL= False - PREF_USE_MATCOL= False - PREF_USE_NORMAL= False - PREF_USE_TEXTURE= False - - def file_sel(PREF_IMAGE_PATH): - - if not (BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH) and \ - BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH+'.png')): - return - - image = BPyRender.vcol2image(me_s,\ - PREF_IMAGE_PATH,\ - PREF_IMAGE_SIZE.val,\ - PREF_IMAGE_BLEED.val,\ - PREF_IMAGE_SMOOTH.val,\ - PREF_IMAGE_WIRE,\ - PREF_IMAGE_WIRE_INVERT,\ - PREF_IMAGE_WIRE_UNDERLAY,\ - PREF_USE_IMAGE,\ - PREF_USE_VCOL,\ - PREF_USE_MATCOL,\ - PREF_USE_NORMAL,\ - PREF_USE_TEXTURE,\ - PREF_SEL_FACES_ONLY.val) - - if image: - image.makeCurrent() - - Blender.Window.RedrawAll() - - Blender.Window.FileSelector(file_sel, 'SAVE PNG', newpath) - -if __name__ == '__main__': - main() diff --git a/release/scripts/image_bake_normals.py b/release/scripts/image_bake_normals.py deleted file mode 100644 index a3459609e7f..00000000000 --- a/release/scripts/image_bake_normals.py +++ /dev/null @@ -1,126 +0,0 @@ -#!BPY -""" -Name: 'Bake Normal Map Image from UVs' -Blender: 242 -Group: 'Image' -Tooltip: 'Generate a normal map image from selected mesh objects.' -""" -__author__= ['Campbell Barton'] -__url__= ('blender', 'elysiun', 'http://www.gametutorials.com') -__version__= '0.1' -__bpydoc__= '''\ -Bake Vertex Normals to an image - -This script makes an image from a meshes vertex normals, using the UV coordinates -to draw the faces into the image. - -Make sure your UV Coordinates do not overlap. -LSCM Unwrapper or archimap unwrapper work well to automaticaly do this. -''' - -import Blender -import BPyRender -#reload(BPyRender) -import BPyMessages -Vector= Blender.Mathutils.Vector -Create= Blender.Draw.Create - - -def main(): - # Create the variables. - # Filename without path or extension. - # Big LC, gets all unique mesh objects from the selection that have UV coords. - - def worldnormals(ob): - nor_mtx= ob.matrixWorld.rotationPart() - me= ob.getData(mesh=1) - for v in me.verts: - v.no= v.no*nor_mtx - return me - - ob_s= dict([\ - (ob.getData(name_only=1), ob)\ - for ob in Blender.Object.GetSelected()\ - if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values() - - me_s= [worldnormals(ob) for ob in ob_s] - del ob_s - - if not me_s: - BPyMessages.Error_NoMeshUvSelected() - return - - newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '_nor.png') - ###PREF_IMAGE_PATH = Create('//%s_nor' % newpath) - PREF_IMAGE_SIZE = Create(512) - PREF_IMAGE_BLEED = Create(4) - PREF_IMAGE_SMOOTH= Create(0) - - PREF_SEL_FACES_ONLY= Create(0) - - pup_block = [\ - ###('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\ - ('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\ - ('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\ - ('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\ - '',\ - ('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\ - ] - - if not Blender.Draw.PupBlock('Texface Image Bake', pup_block): - # Update the normals before we exit - for me in me_s: - me.update() - return - - - - - - - - # Defaults for VCol, user cant change - PREF_IMAGE_WIRE= False - PREF_IMAGE_WIRE_INVERT= False - PREF_IMAGE_WIRE_UNDERLAY= False - - PREF_USE_IMAGE= False - PREF_USE_VCOL= False - PREF_USE_MATCOL= False - PREF_USE_TEXTURE= False - - PREF_USE_NORMAL= True # of course we need this one - def file_sel(PREF_IMAGE_PATH): - - if not (BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH) and \ - BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH+'.png')): - return - - image = BPyRender.vcol2image(me_s,\ - PREF_IMAGE_PATH,\ - PREF_IMAGE_SIZE.val,\ - PREF_IMAGE_BLEED.val,\ - PREF_IMAGE_SMOOTH.val,\ - PREF_IMAGE_WIRE,\ - PREF_IMAGE_WIRE_INVERT,\ - PREF_IMAGE_WIRE_UNDERLAY,\ - PREF_USE_IMAGE,\ - PREF_USE_VCOL,\ - PREF_USE_MATCOL,\ - PREF_USE_NORMAL,\ - PREF_USE_TEXTURE,\ - PREF_SEL_FACES_ONLY.val) - - # Restore normals - for me in me_s: - me.update() - - if image: - image.makeCurrent() - - Blender.Window.RedrawAll() - - Blender.Window.FileSelector(file_sel, 'SAVE PNG', newpath) - -if __name__ == '__main__': - main() diff --git a/release/scripts/image_bake_texture.py b/release/scripts/image_bake_texture.py deleted file mode 100644 index eee4cf1d47f..00000000000 --- a/release/scripts/image_bake_texture.py +++ /dev/null @@ -1,105 +0,0 @@ -#!BPY -""" -Name: 'Bake Texture Image from UVs' -Blender: 242 -Group: 'Image' -Tooltip: 'Generate a texture image from the selected mesh objects UV coords' -""" -__author__= ['Campbell Barton'] -__url__= ('blender', 'elysiun', 'http://www.gametutorials.com') -__version__= '0.1' -__bpydoc__= '''\ -Bake Procedural Textures to an image - -This script makes an image from a meshes textures, using the UV coordinates -to draw the faces into the image. - -Make sure your UV Coordinates do not overlap. -LSCM Unwrapper or archimap unwrapper work well to automaticaly do this. -''' - -import Blender -import BPyRender -reload(BPyRender) -import BPyMessages -Vector= Blender.Mathutils.Vector -Create= Blender.Draw.Create - - -def main(): - # Create the variables. - # Filename without path or extension. - # Big LC, gets all unique mesh objects from the selection that have UV coords. - me_s= dict([\ - (ob.getData(name_only=1), ob.getData(mesh=1))\ - for ob in Blender.Object.GetSelected()\ - if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values() - - if not me_s: - BPyMessages.Error_NoMeshUvSelected() - return - - newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '_tex.png') - PREF_IMAGE_PATH = Create('//%s_wire' % newpath) - PREF_IMAGE_SIZE = Create(512) - PREF_IMAGE_BLEED = Create(4) - PREF_IMAGE_SMOOTH= Create(0) - - PREF_SEL_FACES_ONLY= Create(0) - - pup_block = [\ - ('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\ - ('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\ - ('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\ - '',\ - ('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\ - ] - - if not Blender.Draw.PupBlock('Wire Bake', pup_block): - return - - - # Defaults for VCol, user cant change - PREF_IMAGE_WIRE= False - - PREF_USE_IMAGE= False - - PREF_IMAGE_WIRE_INVERT= False - PREF_IMAGE_WIRE_UNDERLAY= False - - PREF_USE_VCOL= False - PREF_USE_MATCOL= False - PREF_USE_NORMAL= False - - PREF_USE_TEXTURE= True # of course we need this one - - def file_sel(PREF_IMAGE_PATH): - - if not (BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH) and \ - BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH+'.png')): - return - - image = BPyRender.vcol2image(me_s,\ - PREF_IMAGE_PATH,\ - PREF_IMAGE_SIZE.val,\ - PREF_IMAGE_BLEED.val,\ - PREF_IMAGE_SMOOTH.val,\ - PREF_IMAGE_WIRE,\ - PREF_IMAGE_WIRE_INVERT,\ - PREF_IMAGE_WIRE_UNDERLAY,\ - PREF_USE_IMAGE,\ - PREF_USE_VCOL,\ - PREF_USE_MATCOL,\ - PREF_USE_NORMAL,\ - PREF_USE_TEXTURE,\ - PREF_SEL_FACES_ONLY.val) - - if image: - image.makeCurrent() - - Blender.Window.RedrawAll() - - Blender.Window.FileSelector(file_sel, 'SAVE PNG', newpath) - -if __name__ == '__main__': - main() diff --git a/release/scripts/image_bake_vcol.py b/release/scripts/image_bake_vcol.py deleted file mode 100644 index 53dc7e6c8ec..00000000000 --- a/release/scripts/image_bake_vcol.py +++ /dev/null @@ -1,104 +0,0 @@ -#!BPY -""" -Name: 'Bake Vertex Color Image from UVs' -Blender: 242 -Group: 'Image' -Tooltip: 'Generate an image from the selected mesh objects vertex colors.' -""" -__author__= ['Campbell Barton'] -__url__= ('blender', 'elysiun', 'http://www.gametutorials.com') -__version__= '0.1' -__bpydoc__= '''\ -Bake Vertex Colors to an image - -This script makes an image from a meshes vertex colors, using the UV coordinates -to draw the faces into the image. - -This makes it possible to bake radiosity into a texture. -Make sure your UV Coordinates do not overlap. -LSCM Unwrapper or archimap unwrapper work well to automaticaly do this. -''' - -import Blender -import BPyRender -reload(BPyRender) -import BPyMessages -Vector= Blender.Mathutils.Vector -Create= Blender.Draw.Create - - -def main(): - # Create the variables. - # Filename without path or extension. - # Big LC, gets all unique mesh objects from the selection that have UV coords. - me_s= dict([\ - (ob.getData(name_only=1), ob.getData(mesh=1))\ - for ob in Blender.Object.GetSelected()\ - if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values() - - if not me_s: - BPyMessages.Error_NoMeshUvSelected() - return - - newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '_vcol.png') - #PREF_IMAGE_PATH = Create('//%s_vcol' % newpath) - PREF_IMAGE_SIZE = Create(512) - PREF_IMAGE_BLEED = Create(4) - PREF_IMAGE_SMOOTH= Create(0) - - PREF_SEL_FACES_ONLY= Create(0) - - pup_block = [\ - ###('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\ - ('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\ - ('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\ - ('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\ - '',\ - ('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\ - ] - - if not Blender.Draw.PupBlock('VCol to Image', pup_block): - return - - # Defaults for VCol, user cant change - PREF_IMAGE_WIRE= False - PREF_IMAGE_WIRE_INVERT= False - PREF_IMAGE_WIRE_UNDERLAY= False - PREF_USE_IMAGE= False - - PREF_USE_VCOL= True # of course we need this one - - PREF_USE_MATCOL= False - PREF_USE_NORMAL= False - PREF_USE_TEXTURE= False - - def file_sel(PREF_IMAGE_PATH): - - if not (BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH) and \ - BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH+'.png')): - return - - image=\ - BPyRender.vcol2image(me_s,\ - PREF_IMAGE_PATH,\ - PREF_IMAGE_SIZE.val,\ - PREF_IMAGE_BLEED.val,\ - PREF_IMAGE_SMOOTH.val,\ - PREF_IMAGE_WIRE,\ - PREF_IMAGE_WIRE_INVERT,\ - PREF_IMAGE_WIRE_UNDERLAY,\ - PREF_USE_IMAGE,\ - PREF_USE_VCOL,\ - PREF_USE_MATCOL,\ - PREF_USE_NORMAL,\ - PREF_USE_TEXTURE,\ - PREF_SEL_FACES_ONLY.val) - - if image: - image.makeCurrent() - - Blender.Window.RedrawAll() - - Blender.Window.FileSelector(file_sel, 'SAVE PNG', newpath) -if __name__ == '__main__': - main() diff --git a/release/scripts/image_bake_wire.py b/release/scripts/image_bake_wire.py deleted file mode 100644 index cc698660bae..00000000000 --- a/release/scripts/image_bake_wire.py +++ /dev/null @@ -1,109 +0,0 @@ -#!BPY -""" -Name: 'Bake Wire Image from UVs' -Blender: 242 -Group: 'Image' -Tooltip: 'Generate an image from the selected mesh objects UV coords and materials' -""" -__author__= ['Campbell Barton'] -__url__= ('blender', 'elysiun', 'http://www.gametutorials.com') -__version__= '0.1' -__bpydoc__= '''\ -Bake Wire Image from UVs - -Write a wireframe image from the UV coords and the the material color - -This is usefull for laying out UV images on an unwrapped mesh. - -Make sure your UV Coordinates do not overlap. -LSCM Unwrapper or archimap unwrapper work well to automaticaly do this. -''' - -import Blender -import BPyRender -#reload(BPyRender) -import BPyMessages -Vector= Blender.Mathutils.Vector -Create= Blender.Draw.Create - - -def main(): - # Create the variables. - # Filename without path or extension. - # Big LC, gets all unique mesh objects from the selection that have UV coords. - me_s= dict([\ - (ob.getData(name_only=1), ob.getData(mesh=1))\ - for ob in Blender.Object.GetSelected()\ - if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values() - - if not me_s: - BPyMessages.Error_NoMeshUvSelected() - return - - newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '_wire.png') - PREF_IMAGE_PATH = Create('//%s_wire' % newpath) - PREF_IMAGE_SIZE = Create(512) - PREF_IMAGE_WIRE_INVERT = Create(0) - PREF_IMAGE_WIRE_UNDERLAY = Create(1) - PREF_IMAGE_SMOOTH= Create(1) - - PREF_SEL_FACES_ONLY= Create(0) - - pup_block = [\ - ###'Image Path: (no ext)',\ - ###('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\ - ###'Image Options', - ('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\ - ('White Wire', PREF_IMAGE_WIRE_INVERT, 'Sets the wire to white (otherwise its black).'),\ - ('Fill Faces', PREF_IMAGE_WIRE_UNDERLAY, 'Fill in faces with material color.'),\ - ('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\ - '',\ - ('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\ - ] - - if not Blender.Draw.PupBlock('Wire Bake', pup_block): - return - - - # Defaults for VCol, user cant change - PREF_IMAGE_WIRE= True # of course we need this one - - PREF_USE_IMAGE= False - - PREF_IMAGE_BLEED= 0 - - PREF_USE_VCOL= False - PREF_USE_MATCOL= False - PREF_USE_NORMAL= False - PREF_USE_TEXTURE= False - - def file_sel(PREF_IMAGE_PATH): - - if not (BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH) and \ - BPyMessages.Warning_SaveOver(PREF_IMAGE_PATH+'.png')): - return - - image = BPyRender.vcol2image(me_s,\ - PREF_IMAGE_PATH,\ - PREF_IMAGE_SIZE.val,\ - PREF_IMAGE_BLEED,\ - PREF_IMAGE_SMOOTH.val,\ - PREF_IMAGE_WIRE,\ - PREF_IMAGE_WIRE_INVERT.val,\ - PREF_IMAGE_WIRE_UNDERLAY.val,\ - PREF_USE_IMAGE,\ - PREF_USE_VCOL,\ - PREF_USE_MATCOL,\ - PREF_USE_NORMAL,\ - PREF_USE_TEXTURE,\ - PREF_SEL_FACES_ONLY.val) - - if image: - image.makeCurrent() - - Blender.Window.RedrawAll() - - Blender.Window.FileSelector(file_sel, 'SAVE PNG', newpath) - -if __name__ == '__main__': - main()